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  • Unnecessarily Long Renders with GI…

    Posted by Brian Smith on November 11, 2007 at 1:37 am

    Hey guys! Hopefully someone can help me with this. I have done quite a bit of research on the world of GI, and I am a huge fan of it. Now I know first hand how much longer this can add to my render times. But this image (link posted at bottom) took over 6 1/2 hours for one frame! I am going to animate this in to a 30 second fly through! At this rate it will literally take over 8 months! 🙁 This is just a preview with most of the exterior modeled. There will still be an interior modeled (kitchen, furniture, etc.) In addition there will probably be a pool too. So if this was I have to look forward too, I can kiss the animation fly-through goodbye. The link below is what I’m doing. I am hoping that I just have something checked/unchecked or an unnecesary setting that is making this take too long.

    I am using the prebuilt “Mostly Cloudy” sky object with a sun. The ground is made of a Bezier Nurbs object, as there will eventually be misc elevations around the property.

    I have a dual 2.5GHz G5 with 4GB of RAM and 256MB of VRAM.
    my settings are as follows…

    GI:
    Mode: Stochastic
    Strength: 100%
    Accuracy: 70&
    Diffuse Depth: 1
    Stochastic Samples: 32

    The hair module is set up for the grass on the roof. Each disc has 100,000 hair count with 3 segments.

    Anti-Aliasing is set to best, filter is Still Image. (all other options unchanged from default.)
    300 DPI (i don’t know if this is necessary

    Output:
    Res:1280×720
    Format: Auto

    (alot of these little one-off models I do, are just me playing around, and end up in some sort of pan and scan sequence. Hence the large res and DPI, this may be overkill to have both set so high, I don’t know)

    Any help would be much appreciated! I have been looking in to harnessing the power of qmaster (which I already have) to utilize both of my processors rather than paying for Nucleo Pro 2. So any advice on that is always good too!

    Thanks guys! You rock!
    -rH

    http://www.renderedhero.com/CreativeCowImages/HousePreview.jpg

    ———-
    Brian Smith
    http://www.renderedhero.com
    PDX, ORYGUN

    Eugene Hooper replied 17 years, 3 months ago 5 Members · 8 Replies
  • 8 Replies
  • Brian Jones

    November 11, 2007 at 2:13 am

    [renderedHero] “300 DPI (i don’t know if this is necessary “

    this should only affect print size (and crispness)

    Otherwise, for starters put a Compositing Tag on every transparent object (all that glass) and uncheck ‘Seen by GI’

  • Brian Smith

    November 11, 2007 at 3:27 am

    Thanks for getting back to me so soon! I had a look at some of the texture settings. I adjusted the DPI down, but it’s not making that big of a difference. I downloaded the glass material from C4Dtextures.com and it was already set up to not receive GI. I also added the compositing tags. The glass renders fairly fast. After 42 minutes, it’s rendered about 50%. The place it’s getting held-up in is the grass.

    Any other ideas maybe?

    ———-
    Brian Smith
    http://www.renderedhero.com
    PDX, ORYGUN

  • Brian Jones

    November 11, 2007 at 5:42 am

    try turning off ‘Receive GI’ in the Hair material’s Illumination tab

  • Brian Smith

    November 11, 2007 at 5:45 am

    That seemed to do the trick. Thanks again! I got it down to 1 hour and 19 minutes. I actually found a tips and tricks page and there were some other adjustments just like that on it. Have a look if you want.

    https://backroom.renderosity.com/~cinema4d/tips.html

    Thanks again!
    You guys are always a huge help. No matter how stupid the question.

    -Brian S

    ———-
    Brian Smith
    http://www.renderedhero.com
    PDX, ORYGUN

  • Adam Trachtenberg

    November 11, 2007 at 5:45 pm

    I’m wondering why you’re using Stochastic mode. It has the advantage of being flicker free, but it’s awfully slow. I would try camera animation mode. You’ll need to up the settings quite a bit to reduce flicker, but it should still be faster than stochastic.

    I’d also exclude the plants from GI in addition to excluding the grass.

    Avoid using an infinite plane for the floor if possible — it spreads the samples out too much.

    Turn on shadow caching in render settings if you’re using soft shadows.

  • Eugene Hooper

    January 26, 2009 at 12:06 pm

    correct me if I am wrong but if you’re just rendering for screen resolution shouldn’t the dpi set to 72dpi? Like Brian Jones mentioned, using a high value such as 300dpi would be used for print. Wouldn’t that be where a significant chunk of the render time be wasted?

    I would appreciate it also if someone could confirm this, I am quite new to this myself and would like to know.

    Thanks in advance 🙂

  • Brian Smith

    January 26, 2009 at 11:47 pm

    Well I ended up getting it taken care of. I had to set it to render while I left town for a few days on vacation, but it was done by the time I got back. Simply excluding the grass and plants from the GI seemed to help the most.

    I have found that rendering out 72dpi vs 300dpi isn’t that big of a difference. You are correct that it is usually reserved from print. However the work I have done as of late is all for web, and it seems to be faster to render out stills for different elements at 300 dpi at 1920×1080 so we have the maximum scaling possible. Ultimately before it’s put in a site it will be optimized for web through photoshop.

    As for the project I was working on at the time of this post, I was still a noob and wanted everything as hi-res as possible. (There was no practical reason for the 300 dpi on this image sequence.)

    Don’t know if that helps.

  • Eugene Hooper

    January 27, 2009 at 2:23 am

    oh that’s good to know that the dpi doesn’t have a huge effect on the render time. When I work on future projects I won’t have to be so hesitant about upping the dpi then, it’s nice to know that you can get print quality with no huge sacrifice to render time.

    thanks 🙂

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